Crossout: Best game.xml for Physics-Based Combat FPS

The primary goal for Crossout optimization is Debris and Particle Management. In a heavy scrap, falling parts, smoke, and fire can drop your FPS and obscure the enemy’s “cabin” (the primary kill target). By adjusting the game.xml, we can optimize the VFX culling and Physics update rate, ensuring that even in a 8v8 “wedge” fight, your frame timing remains flat and your aim stays true.

Hardware Compatibility & Expectations

  • CPU Physics Bound: Crossout calculates the weight and balance of your vehicle in real-time. If you have a budget CPU, the “Debris Detail” is your main enemy.
  • VRAM Efficiency: The Hammer Engine is very efficient. Most 4GB VRAM cards can handle “High” textures, but “Ultra” shadows should be disabled via config to save resources.
  • High Refresh Rate: To truly master “Hover” or “Dog” builds, you need 144Hz+. Our config tweaks focus on removing the internal frame-buffer lag.

Backup and Preparation

  1. Completely exit Crossout and the Gaijin Launcher.
  2. Navigate to your local settings folder (path below).
  3. Copy game.xml and save a backup as game.xml.bak.
  4. Open the original with Notepad++.

File Location

The configuration file is hidden in your Windows user profile: %USERPROFILE%\Documents\My Games\Crossout\game.xml

Best game.xml Settings for Physics-Based Combat

Search for the <graphics> and <physics> sections. Update the values as follows for maximum combat clarity:

<graphics>
    <debrisQuality>0</debrisQuality>          <softParticles>false</softParticles>
    <postfx_sharpen>0.7</postfx_sharpen>
    <shading_quality>1</shading_quality>
    <volumetric_lighting>0</volumetric_lighting>
    <shadows_quality>0</shadows_quality>     <puddles_quality>0</puddles_quality>
</graphics>
<physics>
    <max_debris_count>10</max_debris_count>   <enable_ragdolls>false</enable_ragdolls>
</physics>

Pro Tip: Setting debrisQuality to 0 is a game-changer for “Cannoneers.” When you blast an enemy’s armor off, the flying pieces can often block your second shot. At 0, these pieces vanish or turn into non-intrusive sprites much faster, giving you a clear view of the exposed cabin.

Key Parameters Explained

ParameterRecommended ValueImpact
debrisQuality0Removes the physics-heavy clutter that litters the floor after an explosion.
softParticlesfalseDisables the “blending” effect for smoke/fire, making the edges of smoke clouds clearer.
max_debris_count10Limits how many “parts” the CPU has to track during a multi-vehicle collision.
volumetric_lighting0Removes the sun-rays that make it harder to see players hiding in the shadows.

In-Game Customization for Competitive Play

To match your game.xml edits, go to Settings > Interface in-game:

  • Damage Numbers: Set to Condensed. This prevents large numbers from covering up the enemy vehicle’s parts.
  • Camera Distance: Set to Maximum. This gives you the best peripheral vision to spot “Chameleon” (stealth) flankers.
  • Sniper Zoom: Ensure “Smooth Zoom” is OFF to eliminate the artificial delay when transition to your scope.

Troubleshooting & Common Fixes

  • Stuttering on Impact: If your game freezes the moment you hit an enemy, your max_debris_count is still too high for your CPU. Lower it further in the XML.
  • Blurry Textures: Ensure shading_quality is not set to 0. Level 1 provides the necessary contrast to see “spaced armor” gaps.
  • Settings Resetting: Like other Gaijin titles, the launcher might reset the XML. Right-click the file > Properties > Read-only after saving.

Frequently Asked Questions (FAQ)

Does turning off “Debris Quality” hide the parts I shoot off?

It doesn’t hide the event of the part being destroyed, but it stops the physics engine from tracking the “trash” after it leaves the vehicle. This saves massive CPU cycles.

Why is “Soft Particles” bad for combat?

Soft particles create a realistic, hazy smoke. While beautiful, it’s harder to see the red “nameplate” of an enemy through it. Turning it off makes the smoke look slightly “flatter” but more transparent for gameplay.

Does this help with Hover stability?

Indirectly, yes. Higher FPS and lower input lag (via softParticles=false and shadows_quality=0) make the micro-adjustments required for “Hover strafing” much more responsive.

Conclusion and Expected Results

By manually refining your game.xml, you are stripping away the visual “noise” of the wasteland. You can expect rock-solid 144+ FPS in the middle of explosions, clearer sightlines through smoke and fire, and a significantly more responsive driving experience during high-speed chases.

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